You are currently logged in as an
Institutional Subscriber.
If you would like to logout,
please click on the button below.
Home / Publications / E-library page
Only AES members and Institutional Journal Subscribers can download
The collaboration between game events and sound setup has previously been handle by programmers following the wishes of the sound designer. By introducing the proprietary engine G2 IO Interactive allow the artist to freely work by using high-level graphical programming environment, known from programs like MAX/MSP and PD. Using this approach allows the artist to create interdisciplinary workflows and thereby secure consistency between all game elements such as gameplay, FX and sound design. G2 allows the sound designer to freely do adaptive and interactive mixing and sound setups, which is the foundation in our attempt to create the living, breathing world.
Author (s): Christiansen, Mikkel
Affiliation:
IO Interactive, Copenhagen, Denmark
(See document for exact affiliation information.)
Publication Date:
2013-02-06
Import into BibTeX
Session subject:
Game Music Systems
Permalink: https://aes2.org/publications/elibrary-page/?id=16662
(158KB)
Click to purchase paper as a non-member or login as an AES member. If your company or school subscribes to the E-Library then switch to the institutional version. If you are not an AES member Join the AES. If you need to check your member status, login to the Member Portal.
Christiansen, Mikkel; 2013; Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution [PDF]; IO Interactive, Copenhagen, Denmark; Paper W2-4; Available from: https://aes2.org/publications/elibrary-page/?id=16662
Christiansen, Mikkel; Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution [PDF]; IO Interactive, Copenhagen, Denmark; Paper W2-4; 2013 Available: https://aes2.org/publications/elibrary-page/?id=16662